Files
OpenRA/OpenRA.Mods.Common/Traits/BotModules/HarvesterBotModule.cs
2025-02-01 20:36:33 +00:00

278 lines
10 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.Player)]
[Desc("Put this on the Player actor. Manages bot harvesters to ensure they always continue harvesting as long as there are resources on the map.")]
public class HarvesterBotModuleInfo : ConditionalTraitInfo, NotBefore<IResourceLayerInfo>
{
[Desc("Actor types that are considered harvesters. If harvester count drops below RefineryTypes count, a new harvester is built.",
"Leave empty to disable harvester replacement. Currently only needed by harvester replacement system.")]
public readonly HashSet<string> HarvesterTypes = new();
[Desc("Actor types that are counted as refineries. Currently only needed by harvester replacement system.")]
public readonly HashSet<string> RefineryTypes = new();
[Desc("Interval (in ticks) between giving out orders to idle harvesters.")]
public readonly int ScanForIdleHarvestersInterval = 50;
[Desc("When an idle harvester cannot find resources, increase the wait to this many scan intervals.")]
public readonly int ScanIntervalMultiplerWhenNoResources = 5;
[Desc("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")]
public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(10);
[Desc("For each enemy within the threat radius, apply the following cost multiplier for every cell that needs to be moved through.")]
public readonly int HarvesterEnemyAvoidanceCostMultipler = 20;
public override object Create(ActorInitializer init) { return new HarvesterBotModule(init.Self, this); }
}
public class HarvesterBotModule : ConditionalTrait<HarvesterBotModuleInfo>, IBotTick, INotifyActorDisposing, IWorldLoaded
{
sealed class HarvesterTraitWrapper
{
public readonly Actor Actor;
public readonly Harvester Harvester;
public readonly DockClientManager DockClientManager;
public readonly Parachutable Parachutable;
public readonly Mobile Mobile;
public int NoResourcesCooldown { get; set; }
public HarvesterTraitWrapper(Actor actor)
{
Actor = actor;
Harvester = actor.Trait<Harvester>();
DockClientManager = actor.Trait<DockClientManager>();
Parachutable = actor.TraitOrDefault<Parachutable>();
Mobile = actor.TraitOrDefault<Mobile>();
}
}
readonly World world;
readonly Player player;
readonly Func<Actor, bool> unitCannotBeOrdered;
readonly Dictionary<Actor, HarvesterTraitWrapper> harvesters = new();
readonly Stack<HarvesterTraitWrapper> harvestersNeedingOrders = new();
readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> refineries;
readonly ActorIndex.OwnerAndNamesAndTrait<HarvesterInfo> harvestersIndex;
readonly Dictionary<CPos, string> resourceTypesByCell = new();
IResourceLayer resourceLayer;
ResourceClaimLayer claimLayer;
IBotRequestUnitProduction[] requestUnitProduction;
int scanForIdleHarvestersTicks;
public HarvesterBotModule(Actor self, HarvesterBotModuleInfo info)
: base(info)
{
world = self.World;
player = self.Owner;
unitCannotBeOrdered = a => a.Owner != self.Owner || a.IsDead || !a.IsInWorld;
refineries = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.RefineryTypes, player);
harvestersIndex = new ActorIndex.OwnerAndNamesAndTrait<HarvesterInfo>(world, info.HarvesterTypes, player);
}
protected override void Created(Actor self)
{
requestUnitProduction = self.Owner.PlayerActor.TraitsImplementing<IBotRequestUnitProduction>().ToArray();
resourceLayer = world.WorldActor.TraitOrDefault<IResourceLayer>();
claimLayer = world.WorldActor.TraitOrDefault<ResourceClaimLayer>();
}
public void WorldLoaded(World w, WorldRenderer wr)
{
if (resourceLayer != null)
{
foreach (var cell in w.Map.AllCells)
{
var resource = resourceLayer.GetResource(cell);
if (resource.Type != null)
resourceTypesByCell.Add(cell, resource.Type);
}
resourceLayer.CellChanged += ResourceCellChanged;
}
}
void ResourceCellChanged(CPos cell, string resourceType)
{
if (resourceType == null)
resourceTypesByCell.Remove(cell);
else
resourceTypesByCell[cell] = resourceType;
}
protected override void TraitEnabled(Actor self)
{
// Avoid all AIs scanning for idle harvesters on the same tick, randomize their initial scan delay.
scanForIdleHarvestersTicks = world.LocalRandom.Next(Info.ScanForIdleHarvestersInterval);
}
void IBotTick.BotTick(IBot bot)
{
if (resourceLayer == null || resourceLayer.IsEmpty)
return;
// Find idle harvesters and give them orders:
// PERF: FindNextResource is expensive, so only perform one search per tick.
var searchedForResources = false;
while (harvestersNeedingOrders.TryPop(out var hno) && !searchedForResources)
searchedForResources = HarvestIfAble(bot, hno);
if (--scanForIdleHarvestersTicks > 0)
return;
var toRemove = harvesters.Keys.Where(unitCannotBeOrdered).ToList();
foreach (var a in toRemove)
harvesters.Remove(a);
scanForIdleHarvestersTicks = Info.ScanForIdleHarvestersInterval;
// Find new harvesters
var newHarvesters = world.ActorsHavingTrait<Harvester>().Where(a => !unitCannotBeOrdered(a) && !harvesters.ContainsKey(a));
foreach (var a in newHarvesters)
harvesters[a] = new HarvesterTraitWrapper(a);
harvestersNeedingOrders.Clear();
foreach (var h in harvesters)
harvestersNeedingOrders.Push(h.Value);
// Less harvesters than refineries - build a new harvester
var unitBuilder = requestUnitProduction.FirstEnabledTraitOrDefault();
if (unitBuilder != null && Info.HarvesterTypes.Count > 0)
{
var harvCountTooLow =
AIUtils.CountActorByCommonName(harvestersIndex) <
AIUtils.CountActorByCommonName(refineries);
if (harvCountTooLow)
{
var harvesterType = Info.HarvesterTypes.Random(world.LocalRandom);
if (unitBuilder.RequestedProductionCount(bot, harvesterType) == 0)
unitBuilder.RequestUnitProduction(bot, harvesterType);
}
}
}
// Returns true if FindNextResource was called.
bool HarvestIfAble(IBot bot, HarvesterTraitWrapper h)
{
if (h.Actor.IsDead || !h.Actor.IsInWorld || h.Mobile == null)
return false;
if (!h.Actor.IsIdle)
{
// Ignore this actor if FindAndDeliverResources is working fine or it is performing a different activity
if (h.Actor.CurrentActivity is not FindAndDeliverResources act || !act.LastSearchFailed)
return false;
}
if (h.NoResourcesCooldown > 1)
{
h.NoResourcesCooldown--;
return false;
}
if (h.Parachutable != null && h.Parachutable.IsInAir)
return false;
// Tell the idle harvester to quit slacking:
var newSafeResourcePatch = FindNextResource(h.Actor, h);
AIUtils.BotDebug($"AI: Harvester {h.Actor} is idle. Ordering to {newSafeResourcePatch} in search for new resources.");
if (newSafeResourcePatch != Target.Invalid)
bot.QueueOrder(new Order("Harvest", h.Actor, newSafeResourcePatch, false));
else
h.NoResourcesCooldown = Info.ScanIntervalMultiplerWhenNoResources;
return true;
}
Target FindNextResource(Actor actor, HarvesterTraitWrapper harv)
{
// Prefer resource nearby to the nearest drop off point, otherwise scan from the current location.
var scanFromActor = harv.DockClientManager.ClosestDock(null, ignoreOccupancy: true)?.Actor ?? actor;
var targets = resourceTypesByCell
.Where(kvp =>
harv.Harvester.Info.Resources.Contains(kvp.Value) &&
claimLayer.CanClaimCell(actor, kvp.Key))
.Select(kvp => kvp.Key);
var avoidanceCostForBin = new Dictionary<int2, int>();
var cellRadius = Info.HarvesterEnemyAvoidanceRadius.Length / 1024;
var minCellCost = harv.Mobile.Locomotor.Info.TerrainSpeeds.Values.Min(ti => ti.Cost);
var cellCostMultiplier = Info.HarvesterEnemyAvoidanceCostMultipler;
static int2 CellToBin(CPos cell, int cellRadius)
{
return new int2(
cell.X / cellRadius,
cell.Y / cellRadius);
}
static int CalculateAvoidanceCostForBin(World world, int2 bin, int cellRadius, Actor actor, int minCellCost, int cellCostMultipler)
{
// Bins are overlapping, this allows actors to apply threat in both directions when they're at the edge.
// If the bins didn't overlap, actors along the edge of a bin only affect that bin, and not the bin next to it,
// despite the fact the are an equal risk to both.
var r = WDist.FromCells(cellRadius);
var vec = new WVec(r, r, WDist.Zero);
var originCell = new CPos(bin.X * cellRadius + cellRadius / 2, bin.Y * cellRadius + cellRadius / 2);
var origin = world.Map.CenterOfCell(originCell);
var threatActors = world.ActorMap.ActorsInBox(origin - vec, origin + vec)
.Where(u => !u.IsDead && actor.Owner.RelationshipWith(u.Owner) == PlayerRelationship.Enemy);
// For each actor in the threat radius, every cell we want to move is an extra cost than a threat-free area.
return threatActors.Count() * minCellCost * cellCostMultipler;
}
var path = harv.Mobile.PathFinder.FindPathToTargetCells(
actor, scanFromActor.Location, targets, BlockedByActor.Stationary,
loc =>
{
// Avoid areas with enemies.
var bin = CellToBin(loc, cellRadius);
if (avoidanceCostForBin.TryGetValue(bin, out var avoidanceCost))
return avoidanceCost;
// PERF: Calculate a "bin" for a threat area.
// This allows future custom cost checks to reuse the result for that area,
// rather than calculating it fresh for every cell explored for the path.
avoidanceCost = CalculateAvoidanceCostForBin(world, bin, cellRadius, actor, minCellCost, cellCostMultiplier);
avoidanceCostForBin.Add(bin, avoidanceCost);
return avoidanceCost;
});
if (path.Count == 0)
return Target.Invalid;
return Target.FromCell(world, path[0]);
}
void INotifyActorDisposing.Disposing(Actor self)
{
refineries.Dispose();
harvestersIndex.Dispose();
if (resourceLayer != null)
resourceLayer.CellChanged -= ResourceCellChanged;
}
}
}